Added broken autoshoot delay
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80591ba707
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2120abcefa
@ -240,6 +240,7 @@ static const std::string list_tf2 = R"(
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"aimbot_aimkey"
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"aimbot_aimkey"
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"aimbot_aimkey_mode"
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"aimbot_aimkey_mode"
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"aimbot_autoshoot"
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"aimbot_autoshoot"
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"aimbot_autoshoot_delay"
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"aimbot_hitboxmode"
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"aimbot_hitboxmode"
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"aimbot_fov"
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"aimbot_fov"
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"aimbot_prioritymode"
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"aimbot_prioritymode"
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@ -26,6 +26,9 @@ bool headonly { false };
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int last_target { -1 };
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int last_target { -1 };
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bool silent_huntsman { false };
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bool silent_huntsman { false };
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int iTickAutoshootDelay { 0 };
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static CatVar autoshoot_delay(CV_FLOAT, "aimbot_autoshoot_delay", "0", "Autoshoot Delay", "Delays your shot to increase accuracy", 100.0);
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static CatVar ignore_hoovy(CV_SWITCH, "aimbot_ignore_hoovy", "0", "Ignore Hoovies", "Aimbot won't attack hoovies");
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static CatVar ignore_hoovy(CV_SWITCH, "aimbot_ignore_hoovy", "0", "Ignore Hoovies", "Aimbot won't attack hoovies");
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int ClosestHitbox(CachedEntity* target) {
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int ClosestHitbox(CachedEntity* target) {
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@ -343,9 +346,25 @@ bool Aim(CachedEntity* entity, CUserCmd* cmd) {
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break;
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break;
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}
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}
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}
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}
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if (attack) {
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bool autoshoot_delay_bool = false;
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cmd->buttons |= IN_ATTACK;
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if ( autoshoot_delay == 0 ) {
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}
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bool autoshoot_delay_bool = false;
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} else {
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bool autoshoot_delay_bool = true;
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}
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int autoshootdelayvar = autoshoot_delay;
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if ( attack == false ) {
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iTickAutoshootDelay = 0;
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}
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if ( attack && autoshoot_delay_bool ) {
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if ( (iTickAutoshootDelay++ / 200 ) >= autoshootdelayvar ) {
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cmd->buttons |= IN_ATTACK;
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}
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} else {
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if ( attack ) {
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cmd->buttons |= IN_ATTACK;
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}
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}
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}
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}
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return true;
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return true;
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}
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}
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